C/C++ dll
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Home › Forums › TimelineFX Editor › C/C++ dll
Hi, love the particle editor and the example effects are gorgeous.
Sorry if this has been asked before (phpbb search isn’t the greatest). Do you think you’d ever make a C/C++ dll to help people integrate the particle system directly into their custom game engines?
I’m using C++/Ogre for 2d rendering currently and I’d definitely consider this for generating small animation sheets, but it would be nice to have the option to fully integrate it to do some big effects too. Some callbacks that could grab texture handles and maybe take a generic texture strip definition so it leaves it open to the app to actually render the triangles for maximum compatibility.
Hello, glad you like it 🙂
Unfortunately at the moment I don’t have any plans to create a c/c++ library. About the best I can say is that the save format of the effects files are quite open (they’re zip files that contain the particle shapes and an xml file describing all the effects). Plus the Blitzmax module is open source, so maybe someone will port that over or create a c version.
If I change my mind though I’ll be sure to announce it 🙂
Hey there,
Can I relate to this?
I find your software really, really cool !
Playing with the editor and see all the changes to the effects in realtime is pretty sexy, and I fact that’s what i’d like to do in my game…
Having the effects exported in sprites is ok in certains conditions, but I’m doing a space combat game in 3D and I’d need to have a 3D versions of the effects… or a least a way to show the players the effects differently depending on where they are looking from..
I thought the module could help, but blitzmax is 2D right ?
So, what I’m wondering is if you would have an idea on how we could render the same thing that is visible in your editor but ingame.. using your xml files and changing the valors in real time…
thks
Hello, the only way to do that would be to write your on c++ particle engine that can load the xml files and use their values, but even then the files only have x and y coords so it would still only be 2d.
You don’t use 3D effects. You use billboarding techniques to point effects at the camera.
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